vinc3nt
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Everything posted by vinc3nt
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I have units called reb1 - reb14 and civ1 - civ20 on the map, but for some reason they do not move to the locations I've pre-set in the init. Does anyone know why it doesn't work? [private "_civs","_rebs","_civ","_reb","_positions","_directions","_position","_direction","_rndPos","_rnd","_i"]; _civs = ["civ1","civ2","civ3","civ4","civ5","civ6","civ7","civ8","civ9","civ10","civ11","civ12","civ13","civ14","civ15","civ16","civ17","civ18","civ19","civ20"]; _rebs = ["reb1","reb2","reb3","reb4","reb5","reb6","reb7","reb8","reb9","reb10","reb11","reb12","reb13","reb14"]; _positions = ["[14299,18860.4,0.262897]","[14298.7,18848.4,0.00144196]","[14295.3,18854.3,0.201878]","[14288,18861.3,0.227978]","[14282.6,18869.1,0.315739]","[14288.8,18868.9,0.410454]","[14292.1,18866.8,0.41642]","[14300.9,18856.4,0.267025]","[14304.5,18853.1,0.164486]","[14304.5,18853.1,0.164486]","[14298.7,18848.4,4.00144196]","[14295.3,18854.3,4.201878]","[14288,18861.3,4.227978]","[14282.6,18869.1,4.315739]","[14288.8,18868.9,4.410454]","[14292.1,18866.8,4.41642]","[14300.9,18856.4,4.267025]","[14304.5,18853.1,4.164486]","[14304.5,18853.1,4.164486]","[14373.8,18878.3,0.00152206]","[14368.2,18873.8,0.00152969]","[14398,18915,0.0141029]","[14390.5,18900.3,0.00144196]","[14398.9,18906,0.258644]","[14403.6,18910.7,0.25465]","[14410,18916.6,0.138344]","[14403.8,18918.3,0.00144196]","[14406.5,18921.8,0.00144196]","[14392.9,18909.5,0.00144196]","[14389.1,18905.9,0.00144196]","[14390.5,18900.3,4.00144196]","[14398.9,18906,4.258644]","[14403.6,18910.7,4.25465]","[14410,18916.6,4.138344]","[14403.8,18918.3,4.00144196]","[14406.5,18921.8,4.00144196]","[14392.9,18909.5,4.00144196]","[14389.1,18905.9,4.00144196]","[14330.4,18941.1,0.00144196]","[14341.7,18992.4,0.00143814]","[14341.7,18992.4,0.00143814]","[14351.9,18988.3,0.00144196]","[14353.3,18989.5,0.00143814]","[14353,18992.1,0.00143814]","[14395.9,18964.8,0.00144196]","[14397.8,18963.3,0.00144196]","[14391.9,18960,0.00144196]","[14340,18917.4,0.00144196]","[14346.9,18920.5,0.00141907]","[14312.3,18923.9,0.00144958]","[14316.5,18925,0.00144577]","[14314.1,18931.6,0.00144958]","[14317.1,18933.1,0.00144958]","[14319.5,18931.2,0.00144958]"]; _directions = ["74","0","298","13","131","322","181","168","260","260","0","298","13","131","322","181","168","260","260","287","17","25","71","268","217","228","83","173","97","186","71","268","217","228","83","173","97","186","130","100","220","320","290","240","240","250","20","130","190","90","160","120","160","240"]; for [{_i=0},{_i<=(count _civs)},{_i=_i+1}] do { _rnd = floor random 1; _rndPos = floor random (count _positions); _position = _positions select _rndPos; _civ = _civs select _i; _civ setpos _position; _civ setunitpos "DOWN"; if (_rnd > 0.7) then { _civ setunitpos "MIDDLE"; }; }; for [{_i=0},{_i<=(count _rebs)},{_i=_i+1}] do { _rnd = floor random 1; _rndPos = floor random (count _positions); _position = _positions select _rndPos; _direction = _directions select _rndPos; _reb = _rebs select _i; _reb setpos _position; _reb setdir _direction; if (_rnd > 0.6) then { _reb setunitpos "MIDDLE"; }; };
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It would be nice to see an improvement of scopes on weapons to allow: - Slight distortion around the edges of scopes - The view of the scope with the player's surroundings still visible (maybe a button to increase/decrease the distance of the scope to the player) http://snarkybytes.com/wp-content/uploads/2009/04/through_scope.jpg 200kb A good video showing what I mean: http://www.youtube.com/watch?v=zaoz-qVcvd8
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Just out of curiosity can anyone confirm or deny any of these features: - Changing/different in visibility underwater - Currents underwater - Bullets from out of water dissipating or even being destroyed when fired into the water - Depth, compass and air indicators when underwater - Faults in scuba gear (either random or if you have been shot in the tank ect.) - Climbing from the water up a net on the side of a ship - Ships available to raid from water - Picking up objects from the seabed - Lights underwater (for night-time or large depths) - Use of tools or weapons (spear-gun, placing explosives ect.) underwater - Diffraction effect of people underwater from a view outside the water - Correct shock wave underwater if explosive is triggered underwater - Some kind of wounded system underwater - Decompression times needed if underwater for a while I'm not recommending these, in fact I wouldn’t like to see some of them; I just would like to know if some will be implemented or are being discussed at the moment.
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I heard or read an interview where a BI employee said you will be able to take your scuba gear on/off in exchange of your normal gear by using the menu options (the ones that appear when you use scroll) But I don’t know whether it would be possible to do it in a vehicle
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Infantry wise, the only reason I use 3rd person is because of the low FOV in 1st person really annoys me. It is present in many FPS games including ArmA 2 and usually is disorientating when looking at different places quickly. I am aware that you can change the FOV; but scope measurements (where you can estimate distances of people using etched symbols in scopes), and some parts of the UI are off balance and incorrect when the FOV is changed. Vehicles...well.... I am just not good enough to efficiently use some vehicles (mostly tanks) without 3rd person this is partly due to the lack of interior designs of tanks (so all I am left with is a zoomed front view with a letterbox overlay). Summary: Allow 1st person FOV to be adjustable with no consequences and the need for enhanced 3rd person views for infantry should decrease (at least for me anyway)
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I'd hate to be the guy that dies 100m away from a blast because of a tiny piece of shrapnel in the eye & brain :( I would like this kind of damage for some explosions (eg. FRAG grenades) and HE (high explosive) damage as well though.
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I would like to be able to instantly stop an animation for another one. Example: When getting an RPG out of your backpack, you hear gun fire so you stop getting the RPG and go prone quickly. In ArmA 2 you have to wait for an animation to finish even if your screaming at the screen "Take Cover!" as an enemy aims at you. I hope in the new engine ArmA 3 will use, a way of transitioning an animation into another without it ending completely is found.
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What do fortifications mean to our soldiers?
vinc3nt replied to Pundaria's topic in ARMA 3 - GENERAL
The 'Take cover'/'Find cover' command should make the AI use cover or defensive positions and forget about formations EDIT: I mean, it should make them do it. But they don't do it properly -
Low skilled infantry could act more disturbed/irrational (I mean when the soldier interacts or looks at the dead body more often, not running around crying or anything) than higher skilled soldiers.
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Probably best to include it in a module, but yeah, I agree too.
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This is probably the best way to implement the feature (in terms of performance - which is very important in the ArmA series)
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TUNNELS? (Or at least some underground places)
vinc3nt replied to PELHAM's topic in ARMA 3 - GENERAL
I know there are underwater 'caves' (i heard it in one of the gameplay videos). As for underground tunnels... Not a big fan, but I suppose the sewers could be used by the resistance to attack certain places in towns. I would prefer other features than this though. -
Firearm sounds may not be the best in Arma 2, but what I would like to see an improvement on are explosions, they shouldn’t be the same sound for different payloads/types of explosions and they should ‘sound’ more powerful (maybe add more bass?). It's hard to explain (and also to simulate in a game) unless you've heard one IRL.
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Will bullet be able to penetrate multi-person or corpes be shot again?
vinc3nt replied to msy's topic in ARMA 3 - GENERAL
0:46 Hehe, that would be fun to see in Arma 3 -
I’m not bothered about this, even though I only play warfare. But… The most likely place for a large runway in-game (which IMO is not going to happen) is here:
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http://imageshack.us/m/859/4338/scr02z.jpg
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3D Scopes http://forums.bistudio.com/showthread.php?t=119224
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I know you don't look down a scope with both eyes open! But the idea of allowing some of the background to be visible outside the scope (of course the background wouldn’t be crystal clear, it would have a depth of field effect), would be a very nice improvement to the current "zoom in and put a 2D overlay on top". EDIT: If you look down a scope and an enemy is in front but at angle that you don't see him through the scope then, in-game you are none the wiser and get killed. But IRL (providing the eye is not pressed on the scope (which could cause damage from recoil if the sniper was fired), the marksman could spot the enemy (or a general figure) in front of him, and focus his attention to the enemy and move the scope accordingly. In Arma 2 (and most other games), if you are fired upon by an enemy (and are not killed straight away) that you cannot see as you are aiming down the scope; you have to unzoom find the enemy and zoom back up to the enemy to take the shot.
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Probably: Iran (or/and other Middle Eastern countries) invades other countries in the Middle East (which includes Israel). So Israel is a country in exile working with NATO to fight their occupiers.
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If I have an AI in a static defence and I send an ammo truck to them, how do I get them to rearm the defence? It seems that humans rearm automatically but not AI.
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Expansion suggestion - Somalian pirates
vinc3nt replied to strykeeer's topic in ARMA 2 & OA - SUGGESTIONS
I would hate to be the guy playing as OPFOR in CTI -
The new patch gave everyone who bought the PMC DLC three new missions and a showcase. The second mission 'P02: Reaction' had very nice, surreal atmosphere; and I would like to use the weather they used in some of my own missions, but I can't access the .pbo file as it's protected. Just wondering if anyone knew the scripting code for this weather. Thanks, Vinc3nt.
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Script for this weather?
vinc3nt replied to vinc3nt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice one ;). thanks for the responses -
ARMA 2: Private Military Company 1.00 released
vinc3nt replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Check you and your bodygurad's backpack -
ARMA 2: Private Military Company 1.00 released
vinc3nt replied to Dwarden's topic in ARMA 2 & OA - GENERAL
I liked the idea of this DLC (a new take on combat), and although the new vehicles and weapons are not plentiful I enjoyed using them in editor and campaign. To be totally honest though when I played on the Lite version and used the new map I thought that was a segment of what the actual map looked like in the DLC so knowing that the campaign was already in the lite version I bought the DLC, thinking that the map would be it's true size (about 5x bigger and had more of a STALKER feel (Chernobyl))However I was (very) disappointed to see it the same size. I really enjoyed the BAF DLC, but not so much this one :(